Created scoreboard(Collide level 2), made the portal colour changable (need works waiting on response from partner)Josh_Dev_branch
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using UnityEngine; | |||
using System.Collections; | |||
public class AnimationScript : MonoBehaviour { | |||
public bool isAnimated = false; | |||
public bool isRotating = false; | |||
public bool isFloating = false; | |||
public bool isScaling = false; | |||
public Vector3 rotationAngle; | |||
public float rotationSpeed; | |||
public float floatSpeed; | |||
private bool goingUp = true; | |||
public float floatRate; | |||
private float floatTimer; | |||
public Vector3 startScale; | |||
public Vector3 endScale; | |||
private bool scalingUp = true; | |||
public float scaleSpeed; | |||
public float scaleRate; | |||
private float scaleTimer; | |||
// Use this for initialization | |||
void Start () { | |||
} | |||
// Update is called once per frame | |||
void Update () { | |||
if(isAnimated) | |||
{ | |||
if(isRotating) | |||
{ | |||
transform.Rotate(rotationAngle * rotationSpeed * Time.deltaTime); | |||
} | |||
if(isFloating) | |||
{ | |||
floatTimer += Time.deltaTime; | |||
Vector3 moveDir = new Vector3(0.0f, 0.0f, floatSpeed); | |||
transform.Translate(moveDir); | |||
if (goingUp && floatTimer >= floatRate) | |||
{ | |||
goingUp = false; | |||
floatTimer = 0; | |||
floatSpeed = -floatSpeed; | |||
} | |||
else if(!goingUp && floatTimer >= floatRate) | |||
{ | |||
goingUp = true; | |||
floatTimer = 0; | |||
floatSpeed = +floatSpeed; | |||
} | |||
} | |||
if(isScaling) | |||
{ | |||
scaleTimer += Time.deltaTime; | |||
if (scalingUp) | |||
{ | |||
transform.localScale = Vector3.Lerp(transform.localScale, endScale, scaleSpeed * Time.deltaTime); | |||
} | |||
else if (!scalingUp) | |||
{ | |||
transform.localScale = Vector3.Lerp(transform.localScale, startScale, scaleSpeed * Time.deltaTime); | |||
} | |||
if(scaleTimer >= scaleRate) | |||
{ | |||
if (scalingUp) { scalingUp = false; } | |||
else if (!scalingUp) { scalingUp = true; } | |||
scaleTimer = 0; | |||
} | |||
} | |||
} | |||
} | |||
} |
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